Nodes are placed in meters. Find the furthest back node on the rear bumper, foremost on the front and viola! Or, from the hubs for wheelbase, i assume you get the concept.
In anyone's interested, I just made a group for alpha testing and feedback + ideas relating to my ball. Alpha V 0.1 is released there right now. http://www.beamng.com/group.php?groupid=175
To continue my progress posting spam here, here's a new update on the ball! Created a lower resolution sphere mesh for better performance and stability with the exported jbeam, adjusted node density on top and bottom of new mesh, added internal jbeam structure, and exported the new jbeam. The above picture is old VS new, with the new one being on the left. The new version is far more stable than the old version, and it behaves more realistically and weighs less. It'll be uploaded to the Alpha testing group soon. I promise I'll stop the update spam here for a little while .
I think a geodesic sphere would be better That way, you have consistent node density all the way around, instead of bunching together at the poles. (imported from here)
Crap, didn't think of that . I feel honored to have gotten a reply from you though. - - - Updated - - -
since the ridicule with my last mod I decided to show the community something I have made the model in sketchup and imported it into blender. i understand its not the prettiest of things. - - - Updated - - - i don't have the intention of releasing it
"Oh my god its ugly," is not what constructive criticism looks like. Constructive criticism should be and is intended to advise a person as to how to improve their project and his/her skills. In the vein of the above, I have a few tips for your model: Firstly, the vehicle seems somewhat narrow to me. I'd look into the vehicle you're drawing reference from and double-check the proportions, just to be sure. Second, try to avoid straight lines and faces. Most cars are more organic in their appearance and nature, and basically everything on them has a curvature. Third, try not to use too many polygons for the wheel wells. Your model is in its early stages, and won't need or be able to use that level of detail early on. In fact, it may become difficult to manage that many polygons. Lastly, while there are a variety of techniques and none of them are strictly wrong, I'd advise starting the vehicle as one vaguely car-shaped block, and adding detail from there. There's an old blog post by Gabester detailing how he builds the visual bits of his vehicles here:A-look-at-vehicle-workflow-Part-1 It's pretty advanced stuff and may take a while, but nobody comes into the 3d world expecting to be an expert overnight.
thank you for the constrictive criticism i will edit the earlier post. - - - Updated - - - how do you round edges using blender. and is it possible to angle the A pillars? PS I am using google sketchup as my modeling program of choice since it is easier to grasp compared to blender.
Looks like you just modelled a flat plane over a blueprint and then extruded it. As far as I'm aware that's a big no-no, you're supposed to model the car manually using different blueprint angles and reference photos of the car.
Textures working! Not sure what kind of texture I should put on it at this point, so I think I'll mess around with some.